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#pragma once
#include <string>
#include <windows.h>
#include "ServerProperties.h"
struct _LoadSaveDataThreadParam;
typedef struct _LoadSaveDataThreadParam LoadSaveDataThreadParam;
namespace ServerRuntime
{
/** Tick callback used while waiting on async storage/network work */
typedef void (*WorldManagerTickProc)();
/** Optional action handler used while waiting for server actions */
typedef void (*WorldManagerHandleActionsProc)();
/**
* **World Bootstrap Status**
*
* Result type for world startup preparation, either loading an existing world or creating a new one
* ワールド起動準備の結果種別
*/
enum EWorldBootstrapStatus
{
/** Found and loaded an existing world */
eWorldBootstrap_Loaded,
/** No matching save was found, created a new world context */
eWorldBootstrap_CreatedNew,
/** Bootstrap failed and server startup should be aborted */
eWorldBootstrap_Failed
};
/**
* **World Bootstrap Result**
*
* Output payload returned by world startup preparation
* ワールド起動準備の出力データ
*/
struct WorldBootstrapResult
{
/** Bootstrap status */
EWorldBootstrapStatus status;
/** Save data used for server initialization, `NULL` when creating a new world */
LoadSaveDataThreadParam *saveData;
/** Save ID that was actually selected */
std::string resolvedSaveId;
WorldBootstrapResult()
: status(eWorldBootstrap_Failed)
, saveData(NULL)
{
}
};
/**
* **Bootstrap Target World For Server Startup**
*
* Resolves whether the target world should be loaded from an existing save or created as new
* - Applies `level-name` and `level-id` from `server.properties`
* - Loads when a matching save exists
* - Creates a new world context only when no save matches
* サーバー起動時のロードか新規作成かを確定する
*
* @param config Normalized `server.properties` values
* @param actionPad padId used by async storage APIs
* @param tickProc Tick callback run while waiting for async completion
* @return Bootstrap result including whether save data was loaded
*/
WorldBootstrapResult BootstrapWorldForServer(
const ServerPropertiesConfig &config,
int actionPad,
WorldManagerTickProc tickProc);
/**
* **Wait Until Server Action Returns To Idle**
*
* Waits until server action state reaches `Idle`
* サーバーアクションの待機処理
*
* @param actionPad padId to monitor
* @param timeoutMs Timeout in milliseconds
* @param tickProc Tick callback run inside the wait loop
* @param handleActionsProc Optional action handler callback
* @return `true` when `Idle` is reached before timeout
*/
bool WaitForWorldActionIdle(
int actionPad,
DWORD timeoutMs,
WorldManagerTickProc tickProc,
WorldManagerHandleActionsProc handleActionsProc);
}
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